Another scripting Q

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£N
Posts: 148
Joined: Thu Oct 25, 2007 2:38 pm

Another scripting Q

Post by £N »

Could someone help me make sense of this? I have this unit GLITBOY1 that I want to appear when another unit ATLAS dips below 90% health. When he appears, I want the players to know via some "boss music", the sound action, and I want the new unit to attack everything not on his team across the whole map (he is a big unit). But something's wrong, he never appears. Could someone help me figure this out?

Code: Select all

GLITBOY1
{
	(obje, monster_identifier)
		10053 (des mech S1)
}

rdy for more? [Test Unit]
	initially_active
	deactivates_on_successful_execution
	0.00, 0.00
{
	Vitality Less Than
		0.90000
	(link, monster_identifier)
		10051 (CAGES (1) Trooper HMG team 2)
	Activates on Success
		appear!
}

AHAHA [Attack]
	deactivates_never
	0.00, 0.00
{
	Attackers
		10053 (des mech S1)
	Attack Team
		0
		2
	Attack All Enemies Flag
}

appear! [Unit Control]
	deactivates_on_trigger
	0.00, 0.00
{
	Monsters
		10053 (des mech S1)
	(visi, action_identifier)
	World Knot Visibility Flag
	Activates on Success
		AHAHA
		let us know...
}

let us know... [Sound Action]
	deactivates_on_trigger
	0.00, 0.00
{
	Sound Tag
		boss music
}

A-Red
Posts: 771
Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

Somehow, your visibility flag got reset to an action identifier ("visi, action_identifier"). It should be "visi, flag." Just double-click on it and you can reset it to be a flag.
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